[SP] THE CORE: Portal 2 custom mini campaign
Quote from CosmicD on October 24, 2011, 6:34 pmAre you playing on a mac? at least it sounds similar to a guy complaining about "it just starts the regular game" and he was playing onmac. Can't think of anything rightnow because I didn't have enough information to mine from.
I wonder if mac even has the same mod support than pc versions and i've been reading a bit on the subject and I found a post on portal prelude. It's for portal but it might be the same for portal 2.
Here's the post if you want to read it all:
http://www.portalprelude.com/forum/view ... p?pid=4818
Basicly in a nutshell it will deal with how you have to make a symbolic dir out of your portal main dir that reads actually from the install dir of your mod. I'm not really a linux guy but I've worked enough with servers on and off to kinda understand what they are trying to do.
What's also interesting is that you seem to have to start the game by the -game <modname> -dev parameter, in this case it would mean that you need to change the portal 2 install options to have -gamme thecore (named after the symbolic link that you gave to the mod install dir)
I don't know if this help and it's really too much of a hassle. Valve should just support mods under mac right ?
Before you try all the symbolic link bs just try to set the launch options first in steam and see if that works
Are you playing on a mac? at least it sounds similar to a guy complaining about "it just starts the regular game" and he was playing onmac. Can't think of anything rightnow because I didn't have enough information to mine from.
I wonder if mac even has the same mod support than pc versions and i've been reading a bit on the subject and I found a post on portal prelude. It's for portal but it might be the same for portal 2.
Here's the post if you want to read it all:
http://www.portalprelude.com/forum/view ... p?pid=4818
Basicly in a nutshell it will deal with how you have to make a symbolic dir out of your portal main dir that reads actually from the install dir of your mod. I'm not really a linux guy but I've worked enough with servers on and off to kinda understand what they are trying to do.
What's also interesting is that you seem to have to start the game by the -game <modname> -dev parameter, in this case it would mean that you need to change the portal 2 install options to have -gamme thecore (named after the symbolic link that you gave to the mod install dir)
I don't know if this help and it's really too much of a hassle. Valve should just support mods under mac right ?
Before you try all the symbolic link bs just try to set the launch options first in steam and see if that works
Quote from Kirby on October 24, 2011, 9:43 pmHaving trouble getting this to install properly. I followed the instructions, put thecore in source mods, etc. When I restart steam Portal 2: THE CORE shows up in my library. When I launch the core, it just launches regular ol' portal 2.
Really would like to play this, any suggestions?
EDIT: Got it working. Not sure what fixed it. I know restarting steam didn't fix it. After that, I deleted ClientRegistry.blob, updated my graphics driver (Steam was complaining that I hadn't updated... the driver had just been released yesterday), and restarted my computer. When it came back, it worked.
Having trouble getting this to install properly. I followed the instructions, put thecore in source mods, etc. When I restart steam Portal 2: THE CORE shows up in my library. When I launch the core, it just launches regular ol' portal 2.
Really would like to play this, any suggestions?
EDIT: Got it working. Not sure what fixed it. I know restarting steam didn't fix it. After that, I deleted ClientRegistry.blob, updated my graphics driver (Steam was complaining that I hadn't updated... the driver had just been released yesterday), and restarted my computer. When it came back, it worked.
Quote from 7r17r1 on October 25, 2011, 6:56 pmIt took me more time to make the mod work than to complete it
I had to redownload portal 2 on steam, and this The_Core worked properly (I m on Windows 7)
Very nice campaign congratulation
Especially the beginning that turned my head upside down
The last part didn't pleased me much, it was not hard to complete once you understand ... what we are actually suppose to do x)[spoiler]We can't hear any timer when the ball go up the coil, so I didn't understand why what she was activating turned off on it's own. I could reach the roof without using the speedy paint, so I it taked me a long time to figure that I could break the glass.[/spoiler]
Another thing, I don't like invisible wall (first room : hey I can jump on that thing !? Nope. invisible wall say you can't.) and passing through texture (Through the roof or through structures .. leading into the deadly water )
Anyway, it was great. Need more of that fist room concept, very very nice
Good Job !
It took me more time to make the mod work than to complete it
I had to redownload portal 2 on steam, and this The_Core worked properly (I m on Windows 7)
Very nice campaign congratulation
Especially the beginning that turned my head upside down
The last part didn't pleased me much, it was not hard to complete once you understand ... what we are actually suppose to do x)
Another thing, I don't like invisible wall (first room : hey I can jump on that thing !? Nope. invisible wall say you can't.) and passing through texture (Through the roof or through structures .. leading into the deadly water )
Anyway, it was great. Need more of that fist room concept, very very nice
Good Job !
Quote from Kirby on October 26, 2011, 3:29 pmIt's an NVIDIA 425M.
Very enjoyable map, a lot of very creative design elements. I giggled with joy when I realized I had to go [spoiler]turret bowling.[/spoiler]
The only thing I recall distinctly not liking was in the last level where you had to [spoiler]use the ball to break the glass[/spoiler]. Had no idea that I could do that [spoiler](and in other parts of the game, you specifically can't break the glass like that)[/spoiler]. Some better indication of what to do there, or perhaps a revamped way to accomplish that [spoiler]maybe some rockets?[/spoiler] would be appreciated.
It's an NVIDIA 425M.
Very enjoyable map, a lot of very creative design elements. I giggled with joy when I realized I had to go
The only thing I recall distinctly not liking was in the last level where you had to
Quote from CosmicD on October 26, 2011, 3:51 pmthe glass will now appear broken in these area's (in the halloween patch)
Here are the details for the halloween patch 1.1 update
General:
Generally improved the maps with some depth details
custom signs are now self illuminated
updated essential mod file to support directx 8
fixed exit doors not closing behind the player in some maps (except for the nightmare elevator)
Installer package now fetches for sourcemod dir in the windows registry
Chapters now also show their titles in-gameMap 1: (chapter 1: Angular Reality)
replaced bts arms in sky-box with decoration lights to optimize performance on low memory bandwidth video cards
More "ratman den" decoration to make it look less dullMap 2: (Chapter 2: A New Companion)
moved back the catwalk which is sometimes blocking start catapult movement direction
fixed further texture misalignments
BTS decoration arm lights were pointing the wrong wayMap 3: (Chapter 3: The Shrine)
prevented placement of portals outside the shrine until THE CORE is removed from the altar
redesigned the top of the shrine room
fixed misaligned ceiling texture near gel and excursion funnel area
jump panels of the second room now activate when the player enters
fixed some Z-fighting props in the jump room BTS area
fixed unfinished look of blobulator spawn area above the gel dropper
made the pneumatic diversity exit vent more responsive to THE CORE
puzzle indicators for tractor beam will now match it's direction colorMap 4: (Chapter 4: Deadly Intermezzo)
extruded glass near "bowling turret" to reduce the chance of blockages when it's tippled over
removed placeholder brushwork for a light model in the maze sectionMap 5: (Chapter 5: Euthanazation Vault)
decorated the jump hall with extra brushwork and models
fixed env_projectedtexture
core goodbye line should be a triggered once only
texturized laser power control room interior in case that players portal in there
prevented players from going trough the tractor beam generator prop
sanitized the puzzle around the tractor beam alcove with an escape platform and emancipation grillMap 6:: (Chapter 6: CatapultClysm)
added bonus map
Map 7: (Chapter 7: Round Tangent)
added extra models and brushwork to prevent players spotting the ceiling of the right side entry bts area when crouched.
prevented "cutting the race" glitch by replacing core receptacle tube piece with an iris
overhauled design of the small test room for a less dull look and removed shallow water areas
fixed small room exploit where players could jump & hop the core inside the glass window without having to fling it
fixed ability to place a portal on the second fling platform for the CORE race puzzle
changed main test room acid texture to the correct deadly slime look
corrected misaligned light spots on the exit hatch area
removed map prototype GLaDOS power off event in exit area
placed exit hatch override in case the player manages to "forget" THE CORE and left it being on the race exit socket
gave breakable glass a visually broken style so it seems more obvious that you can break it.
fixed succeeded wallprojector puzzle indicators showing unsolved state for the sphere when it is put into the socket for a second time
the glass will now appear broken in these area's (in the halloween patch)
Here are the details for the halloween patch 1.1 update
General:
Generally improved the maps with some depth details
custom signs are now self illuminated
updated essential mod file to support directx 8
fixed exit doors not closing behind the player in some maps (except for the nightmare elevator)
Installer package now fetches for sourcemod dir in the windows registry
Chapters now also show their titles in-game
Map 1: (chapter 1: Angular Reality)
replaced bts arms in sky-box with decoration lights to optimize performance on low memory bandwidth video cards
More "ratman den" decoration to make it look less dull
Map 2: (Chapter 2: A New Companion)
moved back the catwalk which is sometimes blocking start catapult movement direction
fixed further texture misalignments
BTS decoration arm lights were pointing the wrong way
Map 3: (Chapter 3: The Shrine)
prevented placement of portals outside the shrine until THE CORE is removed from the altar
redesigned the top of the shrine room
fixed misaligned ceiling texture near gel and excursion funnel area
jump panels of the second room now activate when the player enters
fixed some Z-fighting props in the jump room BTS area
fixed unfinished look of blobulator spawn area above the gel dropper
made the pneumatic diversity exit vent more responsive to THE CORE
puzzle indicators for tractor beam will now match it's direction color
Map 4: (Chapter 4: Deadly Intermezzo)
extruded glass near "bowling turret" to reduce the chance of blockages when it's tippled over
removed placeholder brushwork for a light model in the maze section
Map 5: (Chapter 5: Euthanazation Vault)
decorated the jump hall with extra brushwork and models
fixed env_projectedtexture
core goodbye line should be a triggered once only
texturized laser power control room interior in case that players portal in there
prevented players from going trough the tractor beam generator prop
sanitized the puzzle around the tractor beam alcove with an escape platform and emancipation grill
Map 6:: (Chapter 6: CatapultClysm)
added bonus map
Map 7: (Chapter 7: Round Tangent)
added extra models and brushwork to prevent players spotting the ceiling of the right side entry bts area when crouched.
prevented "cutting the race" glitch by replacing core receptacle tube piece with an iris
overhauled design of the small test room for a less dull look and removed shallow water areas
fixed small room exploit where players could jump & hop the core inside the glass window without having to fling it
fixed ability to place a portal on the second fling platform for the CORE race puzzle
changed main test room acid texture to the correct deadly slime look
corrected misaligned light spots on the exit hatch area
removed map prototype GLaDOS power off event in exit area
placed exit hatch override in case the player manages to "forget" THE CORE and left it being on the race exit socket
gave breakable glass a visually broken style so it seems more obvious that you can break it.
fixed succeeded wallprojector puzzle indicators showing unsolved state for the sphere when it is put into the socket for a second time
Quote from ChickenMobile on October 27, 2011, 7:19 amNice mod Cosmic. I really enjoyed the middle puzzles (2 3 4) and had some very intuitive puzzles, the GLaDOS lines were pretty awesome and whoever did the Core's voice was cute :3.
It was a hard campaign but the hardest puzzle had to be the first one. Took me a long time to realise [spoiler]I can go back through my own portal[/spoiler]. DOH! Not to mention it confused me greatly.
The only part of the campaign I didn't like was the bit with the world portals and the [spoiler]bit where you had to break the glass with the ball[/spoiler]. I literally was walking around there for 20 minutes before I had to look up a video on how to continue.
Some bugs: I had gotten myself stuck in the chamber with the orange paint as there was no ball in the holder any more (accidentally fizzled it) and both of my portals where in the last room. GLaDOS just said "Who turned off the lights" and I had to noclip out of there (plus it autosaved so I had no noclip).
In the first chamber where when I tried to fling myself into the exit, there was clip blocking it. Previously I had strafed jumped and landed on the edge of it (realised it was clipped as I wasn't meant to be there yet) and strafed back. Had no noclip past the clip to finish even though I did fling myself correctly.
Nice mod Cosmic. I really enjoyed the middle puzzles (2 3 4) and had some very intuitive puzzles, the GLaDOS lines were pretty awesome and whoever did the Core's voice was cute :3.
It was a hard campaign but the hardest puzzle had to be the first one. Took me a long time to realise
The only part of the campaign I didn't like was the bit with the world portals and the
Some bugs: I had gotten myself stuck in the chamber with the orange paint as there was no ball in the holder any more (accidentally fizzled it) and both of my portals where in the last room. GLaDOS just said "Who turned off the lights" and I had to noclip out of there (plus it autosaved so I had no noclip).
In the first chamber where when I tried to fling myself into the exit, there was clip blocking it. Previously I had strafed jumped and landed on the edge of it (realised it was clipped as I wasn't meant to be there yet) and strafed back. Had no noclip past the clip to finish even though I did fling myself correctly.
Quote from CosmicD on October 27, 2011, 7:40 amlol i'm kinda confused as to how you were trying to solve the last puzzle with flinging. If you loose the ball somewhere you can always get a new one from the first chamber even if it's underway in the tube.
Maybe I can disable the emancipation grill when the race part of the puzzle succeeds. So if you drop the sphere by accident after that part, you can just take a new one without having to fling it past the first chamber's exit into the launch tunnel.
It would be harder if you were in the reversed situation. (namely the ball is below and you are at the exit). For that I've created an exit override button that will open that hatch for 5 seconds.
lol i'm kinda confused as to how you were trying to solve the last puzzle with flinging. If you loose the ball somewhere you can always get a new one from the first chamber even if it's underway in the tube.
Maybe I can disable the emancipation grill when the race part of the puzzle succeeds. So if you drop the sphere by accident after that part, you can just take a new one without having to fling it past the first chamber's exit into the launch tunnel.
It would be harder if you were in the reversed situation. (namely the ball is below and you are at the exit). For that I've created an exit override button that will open that hatch for 5 seconds.
Quote from ChickenMobile on October 27, 2011, 8:14 amchickenmobile wrote:In the first chamber where when I tried to fling...2 bugs I found. Different chambers.
2 bugs I found. Different chambers.
Quote from CosmicD on October 27, 2011, 4:04 pmthere's a playerclip there yes to avoid ppl to try to reach the middle just by jumping. It's maybe a bit odd I admit. I can maybe build a glass sepparator there. I'll see.
there's a playerclip there yes to avoid ppl to try to reach the middle just by jumping. It's maybe a bit odd I admit. I can maybe build a glass sepparator there. I'll see.